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What would a wildlife-refuge factor patron need?

As already noted, the "prevalent predator" could be poachers that the installed apparatus doesn't have the resources to handle.

The poachers could be an unsuspected native sophont species.

The predator could be elusive due to being a symbiote/parasite, per the last age of "The Future is Wild", or the Zombie Ant fungus found recently. A life cycle is being completed that the PCs and Reserve personnel have no idea exists unless the unusual combination of Telepathy and Science: Biology can be brought to bear.
 
As already noted, the "prevalent predator" could be poachers that the installed apparatus doesn't have the resources to handle.

The poachers could be an unsuspected native sophont species.

The predator could be elusive due to being a symbiote/parasite, per the last age of "The Future is Wild", or the Zombie Ant fungus found recently. A life cycle is being completed that the PCs and Reserve personnel have no idea exists unless the unusual combination of Telepathy and Science: Biology can be brought to bear.

Is the purpose for a game to make in an enjoyable experience for the players, or to see how far the GameMaster can go in making it difficult for the players to have a chance?

Also, Robject did say "predator", not "poacher" in the original post. While a poacher is also a predator, a predator is not a poacher. Taking one of Corbett's hunting reports and modifying it for Traveller should be more than enough to make things difficult for the players.

Edit Note: Download Maneaters of Kumaon and read Corbett's account of the hunt for the Thak Maneater that put a stop to an entire forestry project or the account of hunting the Champawat Maneater which

The tigress, for such the animal turned out to be, had arrived in Kumaon as a full-fledged man-eater, from Nepal, from whence she had been driven out by a body of armed Nepalese after she had killed two hundred human beings, and during the four years she had been operating in Kumaon had added two hundred and thirty-four to this number.

And if you want you can add the issue of who was it who screamed from the deserted village?

The scream had been the despairing cry of a human being in mortal agony, and reason questioned how such a sound could have come from a deserted village. It was not a thing of my imagination, for the kakar had heard it and had abruptly stopped barking, and the sambur had dashed away across the fields closely followed by her young one.

Edit Note 2: I should add that when Corbett killed the Thak Maneater, he was 63. When he killed the Leopard of Rudraprayag, responsible for at least 125 deaths, he was 50. So much for aging rolls.
 
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Is the purpose for a game to make in an enjoyable experience for the players, or to see how far the GameMaster can go in making it difficult for the players to have a chance?

'pends on the players. role players need game masters, miniMaxToTheMax'ers need killer refs.
 
I'm writing patron encounters, and I'm wondering about this one.

Patron encounters are always need-based: a patron wants or needs something done that the player characters are capable of doing, and in return the patron has connections or resources the player characters want or need.

This is an Agent, a factor for a wildlife refuge, who wants someone to help with some limited culling of a predator which has become too dominant.

Now this seems a bit difficult to fit to player characters. They're not typically going to be hunters. They may have combat experience, but that's not the same thing, though at least in that case they would know their way around guns, and therefore can fire tranq rounds.

Maybe this has to be more like an "urban jungle" setting, then - the predators have infiltrated into a community, and therefore the setting is more combatlike. This would also produce interesting possible twists, since shooting residents is not allowed. Perhaps there is a criminal-but-foolish attempt to use these predators, as well.

Thoughts?

As you seem to be looking for out of the ordinary patron encounters, in this case, hunters, I will dig out my Citizens of the Imperium, and add a couple of more Hunters to the Adventurer list: John Hunter (highly appropriate last name) and John Taylor.

John Hunter was a white hunter and then did game control work for Kenya during the period of the 1920s on forward. John Taylor was one of the leading ivory poachers in the East and South African areas from roughly 1910 on. His book on African Rifles and Cartridges should be a must read for anyone interested in what it takes to kill a large, tough animal.
 
Is the purpose for a game to make in an enjoyable experience for the players, or to see how far the GameMaster can go in making it difficult for the players to have a chance?

The mitigation is really simple. Like Safari Ship, the PCs aren't asked to solve the problem so much as make sure the problem solver doesn't become the next victim, placing the required skills back in the usual PC range.
 
I was thinking about going there but the commute is just hell and the neighbors, yeesh. :rofl:

Ah yes, but we've found lanthanum in the Belt, so there's an incentive. ;-)

We are "The Centre of the Marches", y'know. You could be a FIFO worker, and catch a ride on one of the many vessels used to bring corporate wonks to Tavonni for their annual Sector-wide meetings... ("we cater for all types, guv'na, we do...")

After some training & experience, you could accompany a safari expedition. Maybe as a shugilii - always need more shugilii. <g, d & r!>

You have to cook what they shoot, tho'. I can hear the complaints now. "Dragon? Again?? I'm sick of dragon. Boiled dragon, fried dragon, roast dragon, dragon-on-a-stick, dragon under glass, dragon a l'orange... next time I'm gonna shoot myself a chook!"
 
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You have to cook what they shoot, tho'. I can hear the complaints now. "Dragon? Again?? I'm sick of dragon. Boiled dragon, fried dragon, roast dragon, dragon-on-a-stick, dragon under glass, dragon a l'orange... next time I'm gonna shoot myself a chook!"
:)

Yeah. Because when you get dragon you get a lot of Dragon. Unless your using MPFG. Then it's smaller, and pre-cooked.

:rofl:
 
heh. reminds me of that dragon magazine cartoon. the momma dragon is serving her two kiddie dragons at the table, and one says "cleric?!" and the other says "again?!" and the momma dragon says "don't complain, your father had to work very hard to get this, besides it's good for you ...."
 
The "predators" in question are not "big game" in the way typically thought. They're a kind of pack-based omnivores. They do eat meat, if they can hunt it down. They're quasi-mammalian quadrapeds, which make strike the players as monkey-like in their movement and behavior, though they are not furred but scaled and have elongated heads reminscent of the native wildlife. They have what appears to be six-fingered feet and hands in a 3-digits opposed arrangement with three fingers and three "thumbs" and their "hands" are identical to their feet (this is a common body arrangement on the world). They spend most of their time on all fours, but can spend limited amounts of time using their "hands" in a bipedal stance. Like many monkeys, to move fast they use all fours and cannot move quickly in a purely bipedal stance.

Normally, they're relatively peaceful, living up in the cloud-forests and so on, whereas the human population lives in the valleys and plains; the two species rarely interact.

Maybe once every decade or so, however, due to population pressures or a few years without rain, packs of these omnivores are driven down off of the mountains towards where people live. That's when the problems start. They're predators in that go into the local fields and gather crops and "hunt" livestock.

The problem is that they're also amazing mimics. It appears that they can understand somewhat abstract cause-and-effect: Like they can understand that "bang stick" the human is carrying has some ability to harm you if it is pointed at you, even from afar. They are "masters" of camouflage (not really - just not totally inept at it like most humans) and are keen observers. They also learn quickly. They can learn how to open doors, operate code keypads if they see someone punching in the numbers in sequence. They can also learn to operate firearms. They "language" is limited to simple social sounds, and while they can teach each other how to do things, they can only learn by observation by another pack member and they don't have "classroom teaching" - the mimics watch others doing the same action for its intended end other than just teaching (most of the time - mothers will make more of an effort to teach their children). They use simple tools normally, but are known to have a long-term memory of "favorite" tools such as clubs and will store them in a particular location and fetch them to use it and return it when they're done.

Nevertheless, they are quite dangerous as farmer responses tend to be try and cull them like other animals. Eventually, the creatures (who live in packs of anywhere from about 15 - 30 individuals, but "megapacks" or "coalitions" are known to form temporarily with 100 or more members) take losses but also start to learn out how use how to use rifles and so on by watching their hunters. Eventually the farmers get mobbed, the creatures become armed, and things start getting dangerous. The mimicry can get eeriely knowledgeable, but has limits - a mimic watching a human use an assault rifle might learn the rifle's basic operation and even how to reload magazines from an ammo vest. However, it will not understand how to reload the magazine from loose rounds (because it's never seen it done and most individuals don't appear sufficiently adept at abstract thinking to understand the idea of having to reload the reloader).

The creatures don't have writing, complex language, or social organization more complex than a pack so are not considered sentient by local authorities. However, due to their intelligence, the local world does not permit indiscriminate solutions like poisoning or introducing tailored diseases to wipe them out. Local farmers tend to have a superstitious fear of them with some agitating the government to allow them to wipe them out using viruses or something, while other farmers oppose the idea.

Because of their mimic-like nature, however, the local government does require that all members of a given pack are wiped out once even one member has learned how to do things like operate firearms; this has proved successful in the past by destroying the knowledge before it spreads.

Possible Complications

1. The players are not the first group to have been hired to solve this problem for the locals. The first group, which became the hunted, were lower-tech mercenaries (likely veterans from a local balkanized world that has wars). The mimics in question can operate throw hand grenades, and even have a few crew-served weapons (such as machine guns or RPG-type weapons - the creatures abstract thinking apparently does not extend to operation of weapons like mortars).

1-1. Alternatively, the the mercs were very high-tech but few in number and were using rugged "survival" laser weapons that can recharge using solar power and water. The mimics have taken to simply "storing" the weapon in shallow pools or streams and so have essentially an unlimited supply of ammunition.

2. A local biologist notes that the creatures have a chromosome system for reproduction and have 23 pairs of chromosomes, the same number as humans. The biologist believes that the mimics, despite their alien appearance are probably descended from earthlife. Players with skills in biology (or related disciplines) might note how unlikely it is for earthlife to have 23 pairs of chromosomes...

2-1. The mimics are not just clubbing mercs and farmers over the head. They're deliberately being armed by some group.

2-1-1. The group that is arming them is a local free trader or corporate officer who wants to evaluate the creatures suitability for use as servants or possibly even mercenary cannon fodder. There's a strong religious-level local taboo against this, which is why they're operating like this. In this variation, players should note that the world's colonists are almost purely of Solomani descent (though they don't make a big deal about it). The natives point out the world was settled during the Rule of Man by Solomani settlers. However, the players may happen upon badly eroded ruins in places like caves in the highlands that clearly have the hallmarks of being Vilani construction. During the RoM, the Solomani came to the world to run the government after the collapse of the Ziru Sirkaa. However, they never got along with the Vilani settlers who were already long-established. As the Second Imperium collapsed, the Solomani realized that without the backing of the Solomani military, the natives would likely rise up and kill them all. The Solomani, therefore, developed a retrovirus that would prey upon the unique genetic markers of the Vilani...one that would turn their children into beasts that look a lot like local wildlife. Creatures without a language but could be taught various tasks to be useful to the colonists. However, the resulting species was not so tractable as the Solomani hoped. The guilt over what happened was quickly subsumed by keeping it a secret from future generations with only few "local traditions" such as it being taboo to kill the creatures except in self-defense and no "genocidal" solutions.

2-1-2. As 2-1-1, but the creatures are being armed by Racheleans. A cell of Racheleans have also figured out the truth. Fortunately, they haven't figured out the PR value this would have in damaging Solomani-Vilani relations and instead acting in pure rage as to what happened. If world gets out about this, it certainly will cause a rise in hate crimes in the local worlds, though news of it will not spread beyond the subsector except in the form of legends which will tend to become unbelieved urban myths. Strange things, those X-Boats.

2-1-2-1. As above but the Imperium knows the truth of what happened as they figured it out (it's not hard if you have the clues) decades or even centuries ago. However, the Imperium doesn't see the point in bringing up ancient history, no matter vile; the criminals are long dead, as are their children for many generations. It'd just damage Solomani-Vilani relations due to the human tendency to "contemporize" things, no matter how distant in the past. The players may run into an Agent of the Imperium who explains this and how the status quo must be upheld, no matter how bad, because it really is the best solution for a situation without any palatable solutions. Players who agree to play along will have their own memories of the incident selectively wiped by a trained Psion but in return will receive a bribe ("Hm, you know, 1,000,000 Cr for a mission to cull local wildlife is pretty good..."). Those who refuse ... well ... now they're on the bad side of someone with an Imperial Warrant.
 
I came across the following quote in the Project Gutenberg's The Wild Turkey and Its Hunting, by Edward A. McIlhenny, copyright 1914. I immediately thought of this thread, as it would point out, again, the multitude of possible problems for a wildlife refuge manager patron to have to deal with.

At the time of Mr. Jordan's death he was in his sixty-seventh year and was manager of the Morris game preserve of over 10,000 acres, near Hammond, La. He had been most successful in attracting to this preserve a great abundance of game, and was very active in suppressing poaching and illegal hunting. His activity in this cause brought about his death, as he was shot in the back by a poacher during the afternoon of February 24, 1909, for which Allen Lagrue, his murderer, is now serving a life sentence in the penitentiary.

Note, I am pretty sure that the McIlhenny appearing as the author is the same as the McIlhenny Tabasco Sauce magnate. He was very active in wildlife refugees, hunting, and bringing exotic creatures into the US. One such creature being the "Nutria".
 
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